﻿//fs
//#version 150

uniform vec4 color = vec4(1, 1, 1, 1); // default: red color.

uniform bool halfTransparent = false;

out vec4 outColor;

void main() {
    if (halfTransparent) {
        if (int(gl_FragCoord.x + gl_FragCoord.y) % 2 == 1) discard;
    }

    outColor = color;
}